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  • Kelly Pedersen
    replied to Healing Orchid
    What were the effects of the Healing Orchid? I don't recall them offhand.
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  • Kelly Pedersen
    replied to Codifying Leadership
    Sure, but, as I pointed out, there are plenty of projects that are below the level of "Realm Defense Grid" but above "Resources 5 to start". In fact, a starting character can plausibly start on such right out of the gate, given that the Influence merit suggests that 4 dots in it can represent someone who rules a small city, while 5 dots can represent the ruler of a city-state with broader influence. I feel that lumping all the possible government-scale projects into one NA level just isn't that useful. Artifacts can get away with that sort of rating because Artifact NA is much,...
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  • Kelly Pedersen
    replied to Codifying Leadership
    While I realize that the system is basically exponential, I still worry that once the PCs get to the point of ruling a significant chunk of territory in their own right, it will be a matter of "all the projects are now NA level", and that could get both boring, and irritating to the ST if there aren't useful guidelines for different levels of projects at this scale.

    What I'd suggest is something along these lines. Have Scope NA, written up as

    "Scope N/A: Truly massive projects, beyond the scope of even the wealthiest of individuals to finance. At this level,...
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  • Kelly Pedersen
    replied to Codifying Leadership
    Overall, I definitely like the idea. Some suggestions, though.

    First, I think the scope should, rather than going from 5 to just NA, instead continue up (Scope 6, 7, etc.). While there's certainly projects that exceed what an individual can finance, I think the odds of a circle of Exalts getting into a position where they can command greater-than-personal resources is so high that projects they will be attempting at that level need more definition.

    Second, I'd also like to see complications be given scope levels as well. Not all complications are created equal, and I...
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  • As always when creatures of the North come up, I'm going to push the wendigo. It's a deliciously creepy piece of mythology. It could be a spirit or a Raksha, I think either interpretation works....
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Not all Clash-keyworded charms are Decisive-Only. Solar Archery has Heavens Crash Down, which is actually Withering-Only, Brawl has Blade-Rebuking Wrath, which is Uniform, and Snake Style has Snake Strikes the Heel, which is Dual. Admittedly, all of those have special effects that mean the clashing character doesn't gain initiative from a withering clash. However, Dragon-Bloods get a couple of non-Decisive-Only Clash charms that do provide initiative, as do Lunars (as of the charms in the Kickstarter preview manuscript). It is true that withering clashes that inflict initiative damage do tend...
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  • In addition to what Eric already said, that art direction happens concurrently with a bunch of other production, bear in mind that art direction really can't proceed until the manuscript is already in a reasonably firmed-up state. Art direction is not just a matter of saying "it would be cool to have a picture of this character! Hey, [ARTISTNAME], could you make a picture of that, please?" In order to commission an art piece for a book, you've got to know how big it's going to be, which in turn means having at least a rough idea of how the layout is going to look, and that, in turn,...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    Whoops, sorry, you're right - reading comprehension fail on my part!



    Personally, I'm inclined to read the Decisive-Only keyword in its attack meaning, rather than defensive. Clashes are attacks - if you succeed on one, you get to damage your opponent, after all. And that would be more consistent with other charms enhancing clashes, I think. For instance, in the Brawl example we've been using, with Force-Rending Strike, I'd be okay with a character who pulled it off successfully activating Heaven Thunder Hammer. Whereas if the clash was Melee-based, I wouldn't allow the...
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    Last edited by Kelly Pedersen; 11-13-2019, 11:08 PM.

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  • Kelly Pedersen
    replied to Ask a question, get an answer
    That's almost the reverse of how it's supposed to work, in fact - Counterattack charms specifically can't be used in response to charms with the Counterattack or Clash keywords. The point of Counterattack charms is that they let you attack out of turn and interrupt the opponent's attack. Unlike clashes, which change the attack into a contest of combat skill against combat skill, counterattacks still target the opponent's defense. Even though, technically, both attacks in a counterattack situation are happening on the same tick, they're not a clash.

    Basically, clashes happen when...
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  • Kelly Pedersen
    replied to Ask a question, get an answer
    I think your explanation of clashes is mostly correct. There's just a couple of points I'd like to quibble about.



    I would actually not declare the attacker's charms before the delaying character has declared whether or not they are clashing. The attacker would have to commit to attacking, yes, but then I'd ask the delaying character if they were going to clash or not. Only once they had decided would I have the attacker declare charms. Delaying to create a clash gets a bit too powerful if the delaying character can wait until charms have been declared before deciding...
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  • Kelly Pedersen
    replied to Exalted: Arena
    Interesting! Thanks for running it - it reinforces the conclusion I've been coming to lately, that enemies should often be opening with decisives. However, I think I would have had the river dragon open with a grapple gambit. I know it's got Clamp Down, but since that requires 3 damage on the decisive to activate, I'd only count it as reliable if I had 10 or more initiative to roll. And since it's got a nice dice pool for grappling, and it's legendary size, and thus its control roll is unopposed unless the target has special charms, it's going to do pretty well. And it can then immediately do...
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  • Thinking about it, I agree, 9 means is way too many. I'd go higher than 2, because I think the effort of custom-building an artifact for this kind of thing should be rewarded (it's notable, I think, that the "Exotic Components" examples are all stuff you've found or otherwise acquired in the process of other adventures). Thinking about it a bit more, I'd say that "Dedicated Artifice" could be its own category of Means, one that stacks with Exotic Components and Sorcerous Infrastructure. A 2-, 3-, or 4-dot artifact would provide 1 means, a 5-dot would give 2, and an NA artifact...
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  • Kelly Pedersen
    replied to Exalted 3E homebrew combat mechanics
    I considered just making it a clash, but decided against it for a couple of reasons. First, clashes are already pretty potent - being able to use your combat skill against the enemy, instead of your Defense, when your weapon skill isn't affected by onslaught penalties or other defense-only modifiers, and when it's probably your best pool anyway, is quite good. Adding the ability to prevent enemy movement on top of that just seemed overpowered. Second, I think that making this mechanically distinct from a clash opens up some interesting potential charm design space. I wouldn't mind seeing a few...
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  • Kelly Pedersen
    replied to Exalted 3E homebrew combat mechanics
    That's certainly a thought, though I worry that if there's no mechanic for the person holding the line to gain initiative, they'll eventually get crashed and fail anyway. Was the intent that it would still be the mechanics as I presented them (i.e. the person holding the line gets init if they win the contest), it's just called Full Defense?...
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  • Kelly Pedersen
    replied to Exalted 3E homebrew combat mechanics
    The intent was that both the onslaught penalty and and the normal bonus for Size would apply. I don't like the onslaught penalty only applying after the attack, because it still means that a battlegroup on its own is probably not going to hit, since the onslaught penalty will usually go away before they get a chance to attack again. The combination does make battlegroups overall more powerful, but I'm pretty much okay with that result - while large battlegroups are currently dangerous, small ones, I find, tend to be less dangerous than if you just ran the combatants individually, and I think this...
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  • Kelly Pedersen
    replied to Exalted 3E homebrew combat mechanics
    Over in another thread, I was discussing some of the ways to make non-supernatural foes in Exalted be plausible threats to Solar Exalted in combat. While I was writing that post, though, a couple of things occurred to me that I find a bit unsatisfying with battlegroups as they're currently handled. These house rules are attempts to address those issues.

    First, while battlegroups do get a bit of a bonus to hit, which can get quite nice if a commander gives them appropriate orders, it's all in the form of a bonus, and doesn't engage the existing way the system uses to handle being "swarmed"...
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  • While I do agree with you that the creatures in the book, presented as antagonists, should be a challenge to at least some Solars, I think you're kind of exaggerating the problem here. First, I think the lower dice pools you're talking about for the antagonists are the exception, rather than the rule - going through the animals in the Antagonists chapter, there are 25, of which 17 (68%) have dice pools of 8 or more. If you discount the animals that are obviously intended to be there as color or as stats for a familiar or mount or something (which I'd include the cat, horse, and raiton in), the...
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  • If this is something the character started the game with, I would actually use the Manse merit to model the whole "moving city". Definitely a greater manse, if not NA, though as long as the powers you've described were all confined to the inside of the area, I think they could be defined as the top end of greater.

    But as to what sort of working this would be...



    I think this can all be covered by a working. It's fine for a working to involve an object as a focus or control device of some sort, without making that object an artifact. Where it starts...
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  • That's correct, though exactly what being "the leader" entails is, again, something that's kind of varied between editions and hasn't been firmly pinned down in 3e yet. 2e had him be a more formal leader for the Bronze Faction, assigning Bronze Faction Sidereals to missions, giving them orders, that kind of thing. The approach I prefer personally, though, is to make the Factions within the Sidereals a bit more informal, with Chejop and other Bronze Faction higher-ups not having the legal authority to command younger Sidereals, but rather having to rely on more social pull and bureaucratic...
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  • At least in 3e, the Sidereals were involved in shaping the Immaculate Faith when it emerged during the Shogunate, and when the Immaculate Order was founded in the early days of the Scarlet Empress' reign, the Sidereals took a hand in organizing it, and still maintain influence, with a few Sidereals maintaining cover identities as Immaculate Monks. But they aren't the sole manipulators of the Immaculates - Dragon-Blooded are just as important, if not more, to the Order and the Faith as a whole. Dragon-Bloods contributed to the philosophical underpinnings of the Immaculates, founding the Order and...
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Kelly Pedersen
Kelly Pedersen
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Last Activity: Yesterday, 11:44 PM
Joined: 12-05-2013
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